Thanks for the tip Thanos, I will check it out.
Thing I found:
When creating a game players will have the option to enable the card market.
The idea behind it is that players recieve coins (or some other type of currency) as they capture territory just like normal cards. These coins can be used in the cards menu to purchase cards.
It can be used alongside the normal cards or games can be created that reward exclusively coins.
This mechanic can also be very customisable, as players would have the option to:
-Reward coins for every territory captured that turn.
-Reward coins per turn. They can be rewarded by a set amount, or be dynamic, rewarding more (or less) coins as turns go by or based on the player's income.
-Enable the purchasing of individual card pieces.
-Lock the purchasing of cards until a certain turn (Example: Spy cards cannot be purchased until Turn 5)
-Have a cooldown on the amount of cards that can be purchased over a period (Example: Reinforcement cards can only be purchased every 3 turns)
-Limit the amoint of cards that can be purchased per turn (Example: Only up to 3 cards can be purchased each turn)
-Customise the cost of a card or a card piece.
Such a 'market' could also be used to buy the special units, however this may be leaving the original WZ a bit further behind.
Other thing I found:
Fortress Bonus, is a fortress is this territory, now is 40% more hard to take.
Normal Unites (1 Action Points)
Artillery>Ignores Fortress Bonus (3).
Special Unites>Strong Againts Normal Unites,Weak Againts Artillery (2)
Players Stars whit 500 by default (like 5 troops).
Host Chose to disable Special Unites
And disable Fortress Bonus
I would have these units disabled by default, with host having to enable them. As for the numbers behind the units, I guess these are armies they would cost to deploy (i.e. deploying a normal army has a cost of 1, while an artillery would cost 3)